Physical Description: Maxwell is roughly only about 5'6" but often looks shorter with his somewhat closed off or slouched demeanor, his hair a constant mess of black locks that are a constant nuisance when he is either glued to his phone or trying to avoid eye contact with most people. Getting in his eyes or just generally causeing him to fuss with his already eternally bedheaded hair style.
Max's skin is somewhat pale in complexion and eyes have muted color to them almost like he has no colored iris but they are the lightest blue if looked at closely. His eyes are often shadowed by bags from sleeplessness or just generally looking unhappy.
He is quite skinny but he is surprisingly lithe and quick on his feet, when he has to of course but most of the time he moves sluggishly. He has a lithe build and weighs just above 118 lbs just above the average healthy weight for someone of his stature. He usually wears baggy clothes or just his pajama bottoms and a large black sweater, and of it weren't obvious enough he wears quite a bit of black but he does like to wear red from time to time, like a nice shirt or his sneakers.
Background:
Itinerant OutsiderBackground Feature: Mysterious Rumors
Considered one of the school's more notable students, even if not particularly popular or well-liked, your quirks and personality is already known to most at the academy. Most students and teachers will ignore some of your stranger behaviors as long as they aren't dangerous or threatening, to an extent. Some might even respect you more if your reputation resonates with their personal beliefs. Things that student and staff might overlook is asking strange questions, being in unexpected locations that isn't off-limits, drinking or smoking outside of class, and looking weird in general.
Reason for being at Bullworth: For a Canadian, you wouldn't expect anything but politeness and well-manners from someone but that someone was not Maxwell. Though he was for all intents and purposes born into a well respected family, he was the black sheep so to speak.
The Smits always worried their son was too much of a shutterbug, preferring to play his video games than play with his siblings or...You know, go outside. He wasn't exactly their most outgoing of children to put it mildly.
They loved him to bits but never could really understand why he was so opposed to socializing. Thus they decided to take matters in their own hands, and to Max's chagrin they sent him to the United States to attend a school for people who needed..A certain amount of discipline.
He resents their decision to no end, in his point of view he doesn't have a problem yet the broken controllers and holes in his walls would state otherwise.
Belongings: (Bullworth Academy) School Uniform, a large baggy black sweater, red headphones, a smartphone with the screen slightly cracked, a simple backpack with school supplies and such.
Persona: Impetus
Race: Fire Genasi
Tarot: The Magician
Appearance Level: 3
Class(es): (Pyromancer) Sorcerer 3
Equipment:
- Dagger (×2)
- Component Pouch
- Dungeoneer's Pack
Stats:Strength - 14 (+2)
Dexterity - 14 (+2)
Constitution - 14 (+2)
Intelligence - 10 (+0)
Wisdom - 9 (-1)
Charisma - 14 (+2)
Skill Proficiency:
- (Class) Intimidation (+4), and Insight (+1)
- (Background) Perception (+1)
Equipment Proficiency:
- Armor: None
- Weapons: Daggers, Darts, Slings, Quarterstaves, and Light Crossbows.
Tool Proficiency:
Languages:
English, and PrimordialRacial Abilities:
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
- Fire Resistance: You have resistance to fire damage.
- Reach to the Blaze: You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Feats:
- Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Class Abilities:
- Sorcerous Origin: Firesoul (Reskinned Pyromancer)
- Heart of Fire: At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
- Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
• Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
• Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
• Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
• Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. - Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
• Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
• Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
• You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.